949 resultados para making computer games


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The Endgame Tables Online initiative and p2p community have made available all published Nalimov DTM EGTs. It now looks forward to the 16 unpublished EGTs computed by August 9th and presumed to be still in existence, particularly as Marc Bourzutschky’s FEG results independently confirm all Nalimov’s published 3-3p DTM EGT statistics including those for KPPKPP.

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A report of the new Bourzutschky/Konoval chess endgame depth record of DTC = 330 moves, and of the progress of the Kryukov peer-group to disseminate Nalimov's DTM EGTs. The question of data integrity and assurance is raised.

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News that Bourzutschky confirms there is no sub-7-man pawnless zugzwang, and that Bourzutschky and Konoval are generating DTC EGTs with a new program. News also of Kristensen's work on EGTs using OBDDs, Ordered Binary Decision Diagrams.

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This is a review of progress in the Chess Endgame field. It includes news of the promulgation of Endgame Tables, their use, non-use and potential runtime creation. It includes news of data-mining achievements related to 7-man chess and to the field of Chess Studies. It includes news of an algorithm to create Endgame Tables for variants of the normal game of chess.

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This review of recent developments starts with the publication of Harold van der Heijden's Study Database Edition IV, John Nunn's second trilogy on the endgame, and a range of endgame tables (EGTs) to the DTC, DTZ and DTZ50 metrics. It then summarises data-mining work by Eiko Bleicher and Guy Haworth in 2010. This used CQL and pgn2fen to find some 3,000 EGT-faulted studies in the database above, and the Type A (value-critical) and Type B-DTM (DTM-depth-critical) zugzwangs in the mainlines of those studies. The same technique was used to mine Chessbase's BIG DATABASE 2010 to identify Type A/B zugzwangs, and to identify the pattern of value-concession and DTM-depth concession in sub-7-man play.

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This is a report on the data-mining of two chess databases, the objective being to compare their sub-7-man content with perfect play as documented in Nalimov endgame tables. Van der Heijden’s ENDGAME STUDY DATABASE IV is a definitive collection of 76,132 studies in which White should have an essentially unique route to the stipulated goal. Chessbase’s BIG DATABASE 2010 holds some 4.5 million games. Insight gained into both database content and data-mining has led to some delightful surprises and created a further agenda.

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Van der Heijden’s ENDGAME STUDY DATABASE IV, HhdbIV, is the definitive collection of 76,132 chess studies. In each one, White is to achieve the stipulated goal, win or draw: study solutions should be essentially unique with minor alternatives at most. In this second note on the mining of the database, we use the definitive Nalimov endgame tables to benchmark White’s moves in sub-7-man chess against this standard of uniqueness. Amongst goal-compatible mainline positions and goal-achieving moves, we identify the occurrence of absolutely unique moves and analyse the frequency and lengths of absolutely-unique-move sequences, AUMSs. We identify the occurrence of equi-optimal moves and suboptimal moves and refer to a defined method for classifying their significance.

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Van der Heijden’s ENDGAME STUDY DATABASE IV, HHDBIV, is the definitive collection of 76,132 chess studies. The zugzwang position or zug, one in which the side to move would prefer not to, is a frequent theme in the literature of chess studies. In this third data-mining of HHDBIV, we report on the occurrence of sub-7-man zugs there as discovered by the use of CQL and Nalimov endgame tables (EGTs). We also mine those Zugzwang Studies in which a zug more significantly appears in both its White-to-move (wtm) and Black-to-move (btm) forms. We provide some illustrative and extreme examples of zugzwangs in studies.

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Reports the availability on the web of the entire run of Beasley's 'British Endgame Study News', and reviews a recent report by Bourzutschky and Konoval on their discoveries with 7-man endgame tables.

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Some 50,000 Win Studies in Chess challenge White to find an effectively unique route to a win. Judging the impact of less than absolute uniqueness requires both technical analysis and artistic judgment. Here, for the first time, an algorithm is defined to help analyse uniqueness in endgame positions objectively. The key idea is to examine how critical certain positions are to White in achieving the win. The algorithm uses sub-n-man endgame tables (EGTs) for both Chess and relevant, adjacent variants of Chess. It challenges authors of EGT generators to generalise them to create EGTs for these chess variants. It has already proved efficient and effective in an implementation for Starchess, itself a variant of chess. The approach also addresses a number of similar questions arising in endgame theory, games and compositions.

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This paper presents evidence for several features of the population of chess players, and the distribution of their performances measured in terms of Elo ratings and by computer analysis of moves. Evidence that ratings have remained stable since the inception of the Elo system in the 1970’s is given in several forms: by showing that the population of strong players fits a simple logistic-curve model without inflation, by plotting players’ average error against the FIDE category of tournaments over time, and by skill parameters from a model that employs computer analysis keeping a nearly constant relation to Elo rating across that time. The distribution of the model’s Intrinsic Performance Ratings can hence be used to compare populations that have limited interaction, such as between players in a national chess federation and FIDE, and ascertain relative drift in their respective rating systems.

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This spreadsheet contains key data about that part of the endgame of Western Chess for which Endgame Tables (EGTs) have been generated by computer. It is derived from the EGT work since 1969 of Thomas Ströhlein, Ken Thompson, Christopher Wirth, Eugene Nalimov, Marc Bourzutschky, John Tamplin and Yakov Konoval. The data includes %s of wins, draws and losses (wtm and btm), the maximum and average depths of win under various metrics (DTC = Depth to Conversion, DTM = Depth to Mate, DTZ = Depth to Conversion or Pawn-push), and examples of positions of maximum depth. It is essentially about sub-7-man Chess but is updated as news comes in of 7-man EGT computations.

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This data is derived from Eugene Nalimov's Depth-to-Mate Endgame Tables for Western Chess. While having the move is normally advantageous, there are positions where the side-to-move would have a better theoretical result if it were the other side to move. These are (Type A) 'zugzwang' positions where the 'obligation to act' is unwelcome. This data provides lists of all zugzwangs in sub-7-man chess, and summary data about those sets of zugzwangs including exemplar zugzwangs of maximum depth.

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This article reviews the KQPKQP endgame of the ROOKIE-BARON game of the World Computer Chess Championship, 2011. It also reviews the decisive KRNPKBP endgame in the second Anand-Gelfand rapid game of the World Chess Championship 2012. There is a review of parts 2-3 of the Bourzutschky-Konoval 7-man endgame series in EG, of the new endgame software tool FinalGen, and of the 'Lomonosov' endgame table generation programme in Moscow.